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165 lines
13 KiB
Markdown
165 lines
13 KiB
Markdown
# Beat Direction
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How to plan and direct individual scenes (beats) in a multi-scene composition. Read before writing any multi-scene video.
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## Contents
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- Per-beat direction
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- Concept
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- Mood direction
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- Animation choreography
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- Transition
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- Depth layers
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- SFX cues
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- Rhythm planning
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- Velocity-matched transitions
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---
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## Per-Beat Direction
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Each beat is a WORLD, not a layout. Before writing CSS specs and GSAP instructions, describe what the viewer EXPERIENCES. The difference between a great storyboard and a mediocre one:
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**Mediocre:** "Dark navy background. '$1.9T' in white, 280px. Logo top-left. Wave image bottom-right."
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**Great:** "Camera is already mid-flight over a vast dark canvas. The gradient wave sweeps across the frame like aurora borealis — alive, shifting. '$1.9T' SLAMS into existence with such force the wave ripples in response. This isn't a slide — it's a moment."
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The first describes pixels. The second describes an experience. Write the second, then figure out the pixels.
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Each beat should have:
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### Concept
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The big idea for this beat in 2-3 sentences. What visual WORLD are we in? What metaphor drives it? What should the viewer FEEL? This is the most important part — everything else flows from it.
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### Mood direction
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Cultural and design references, not hex codes:
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- "Geometric, rhythmic, precise. Think Josef Albers or Bauhaus color studies."
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- "Warm workspace. Nice notebook energy, not technical blueprint."
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- "Cinematic title sequence. The kind of opening where you lean forward."
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### Animation choreography
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Specific motion verbs per element — not "it animates in" but HOW. Verbs come from the beat's concept and content, not from an energy bucket. A wellness brand's "slow" beat might still have something that DROPS if the content is about letting go. A stats beat might FLOAT if the brand's identity is weightless.
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The vocabulary of motion verbs (organized by physical character, not by energy level):
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**Impact / weight:** SLAMS, CRASHES, PUNCHES, STAMPS, SHATTERS, DROPS (with force)
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**Directional / deliberate:** SLIDES, PUSHES, PULLS, WIPES, CUTS
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**Reveals / builds:** DRAWS, FILLS, GROWS, EXPANDS, ASSEMBLES, COUNTS UP
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**Organic / ambient:** FLOATS, DRIFTS, BREATHES, PULSES, ORBITS, MORPHS
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**Mechanical / precise:** TYPES ON, CLICKS, LOCKS IN, SNAPS, STEPS
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Every element gets a verb. If you can't name the verb, the element is not yet designed. The verb should follow from the beat's concept — not from a lookup of what "high energy" or "low energy" beats use.
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For text elements specifically, you can name a deterministic, named effect by ID (e.g. `typewriter`, `kinetic-center-build`, `soft-blur-in`) instead of inventing timing from scratch — the 24-effect vocabulary and how to load it live in `skills/hyperframes-animation/adapters/animate-text.md`.
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### Transition
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How this beat hands off to the next. Specify the type and parameters.
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**When to pick which:**
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| Choose shader transition for | Choose CSS transition for | Choose hard cut for |
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| ------------------------------------------------------------------------------- | ----------------------------------------------------------------------------------- | -------------------------------------------------------------- |
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| Reveals, big reaction shots, product/logo unveils, energy shifts, "wow" moments | Continuous camera-motion beats where the scene feels like one move broken into cuts | Rapid-fire lists, percussive edits on the beat, comedic timing |
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| Any moment the music/VO punctuates with a downbeat or SFX hit | Beats that ease from one composition into the next with shared motion vocabulary | Sequences of 3+ quick tempo-matched switches |
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| Brand moments where the transition itself _is_ the visual | Minimal/editorial pacing | Anytime a 0.3-0.8s transition would feel too slow |
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Rule of thumb: if the beat is the _centerpiece_ of the video, shader-transition into it. If the beat is connective tissue, a CSS crossfade is fine. A brand reel of 5-7 beats usually wants 1-2 shader transitions (the hero reveal + the CTA) — too many flatten their impact.
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**Mixing shader and CSS crossfade transitions in one composition is supported.** Omit `shader` on any transition entry to get a smooth opacity crossfade — HyperShader manages all scene visibility regardless. Let HyperShader create the timeline (don't pass a pre-built `timeline:` option) and add all composition tweens to the returned `tl` after `init()`. Config snippet in `skills/hyperframes-animation/transitions/overview.md` → "CSS vs Shader".
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**CSS transitions** — 30+ patterns across 13 categories. Full code in `skills/hyperframes-animation/transitions/` (route via `catalog.md`). Pick based on the energy and feel:
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| Category | Patterns | Motion character |
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| ------------------ | ------------------------------------------------------------------------ | -------------------------------------------------------------------------- |
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| **Push / slide** | Push slide, vertical push, elastic push, squeeze | Content moves through the frame as if on a continuous surface |
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| **Scale / zoom** | Zoom through, zoom out | Perspective shifts — moving toward or away from content |
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| **Radial / clip** | Circle iris, diamond iris, diagonal split | Geometric reveal — content emerges or is covered by a shape |
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| **3D** | 3D card flip | Physical — content flips like a tangible object |
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| **Dissolve** | Crossfade, blur crossfade, focus pull, color dip | Overlap and blend — both scenes exist simultaneously during the transition |
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| **Cover / blinds** | Staggered color blocks, horizontal blinds (6/12 strips), vertical blinds | Structural — content is sliced, layered, or covered |
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| **Light** | Light leak overlays, overexposure burn, film burn | Organic film — light bleeds across the frame |
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| **Distortion** | Glitch (CSS RGB jitter), chromatic aberration, ripple, VHS tape | Instability — the image itself appears to malfunction |
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| **Blur** | Blur through, directional blur | Soft defocus — content blurs in or out |
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| **Mechanical** | Shutter (two-half), clock wipe (9-point wedge) | Precision — transitions with visible mechanical logic |
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| **Grid** | Grid dissolve (12/120 cells) | Fragmentation — the frame breaks into pieces |
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| **Destruction** | Page burn (SVG clip-path + canvas rim) | Dramatic decay — the previous scene is destroyed |
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| **Other** | Gravity drop, morph circle | Physical or shape-based motion that doesn't fit other categories |
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Common quick-picks:
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- **Velocity-matched upward**: exit `y:-150, blur:30px, 0.33s power2.in` → entry `y:150→0, blur:30px→0, 1.0s power2.out`
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- **Whip pan**: exit `x:-400, blur:24px, 0.3s power3.in` → entry `x:400→0, blur:24px→0, 0.3s power3.out`
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- **Blur through**: exit `blur:20px, 0.3s` → entry `blur:20px→0, 0.25s power3.out`
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- **Zoom through**: exit `scale:1→1.2, blur:20px, 0.2s power3.in` → entry `scale:0.75→1, blur:20px→0, 0.5s expo.out`
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- **Hard cut / smash cut**: instant, for rapid-fire sequences
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Timing presets: snappy (0.2s), smooth (0.4s), gentle (0.6s), dramatic (0.5s), instant (0.15s), luxe (0.7s).
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**Shader transitions** — 14 built-in WebGL GPU effects. Install with `npx hyperframes add <name>` (block name ≠ shader name — see `skills/hyperframes-registry/references/discovery.md`); full API in `packages/shader-transitions/README.md`.
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| Shader | Visual description | Duration range |
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| ----------------------- | ---------------------------------------------------------------------------------------------- | -------------- |
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| **domain-warp** | Organic FBM dissolve — both scenes warp toward each other with an accent flash at the midpoint | 0.5–0.8s |
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| **ridged-burn** | Multifractal mask reveals the incoming scene through a burn ramp with sparks at the edge | 0.5–0.8s |
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| **whip-pan** | 10-sample horizontal motion blur + lateral crossfade — reads like a camera pan between shots | 0.3–0.5s |
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| **sdf-iris** | Circle SDF expands from center, with accent-tinted glow rings at the expanding edge | 0.5–0.7s |
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| **ripple-waves** | Radial standing-wave UV displacement — content ripples outward as scenes cross | 0.6–1.0s |
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| **gravitational-lens** | Pinch pull toward center + R/B chromatic separation — content bends inward then releases | 0.6–1.0s |
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| **cinematic-zoom** | 12 RGB-offset radial zoom blur samples — motion streak radiating from center | 0.4–0.6s |
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| **chromatic-split** | R/B radial channel shift outward, G fixed — channels separate then rejoin | 0.3–0.5s |
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| **swirl-vortex** | CCW swirl with FBM noise — content spirals away and the new scene spirals in | 0.5–0.8s |
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| **thermal-distortion** | Vertical sine + FBM horizontal displacement — heat-haze shimmer across the frame | 0.5–0.8s |
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| **flash-through-white** | Fade through white midpoint — almost invisible at 0.01s, noticeable at 0.3s | 0.01s–0.3s |
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| **cross-warp-morph** | FBM vector field displaces both scenes; a third FBM biases the wipe direction | 0.5–0.8s |
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| **light-leak** | Fixed off-frame light source with exponential falloff, warmth, and a ridge flare | 0.5–0.8s |
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| **glitch** | Line displacement + RGB lateral split + scan modulation + posterization + flicker | 0.3–0.5s |
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**You are not limited to what's listed here.** These are the built-in options, but you can and should:
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- **Write custom GLSL shaders** from scratch for unique transition effects
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- **Search online** for shader code (ShaderToy, GLSL Sandbox, GitHub) and adapt it
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- **Build custom CSS transitions** that aren't in any category — combine clip-path, transforms, filters in new ways
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- **Ask the user** to provide or find specific effects if you need something specialized
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If the storyboard calls for an effect that doesn't exist yet — build it. The framework renders anything a browser can run.
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### Depth layers
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What's in foreground, midground, and background. Every beat should have at least 2 layers:
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- "BG: dark navy fill + subtle radial glow. MG: stat cards with drop shadow. FG: brand logo bottom-right."
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### SFX cues
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What sounds at what moment:
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- "On the capture pulse — a soft, warm analog shutter click."
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- "Left side carries a faint low drone. On fold: drone cuts. Silence. Then a single clean chime."
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---
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## Rhythm Planning
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Before writing HTML, declare your scene rhythm: which scenes are quick hits, which are holds, where do shaders land, where does energy peak. Name the pattern — fast-fast-SLOW-fast-SHADER-hold — before implementing.
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**Derive the rhythm from the storyboard and the brand, not from a lookup.** A 15-second social ad for an architectural firm and a 15-second social ad for a gaming brand have different rhythms — both are 15 seconds, but one is slow-reveal-hold-CTA and the other is rapid-fire-SLAM-hook. Video type sets constraints (duration, approximate beat count); the brand and content determine whether those beats are slow or fast, sparse or dense, dramatic or controlled.
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Questions that drive rhythm decisions:
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- What emotional journey should the viewer take? Where is the peak moment?
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- Where does the narration land its heaviest emphasis? That's usually where energy should peak.
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- What does the brand's own visual pacing suggest — unhurried or urgent?
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- How many beats can the duration actually support without feeling rushed or padded?
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A social ad that tries to hook in 2s, showcase 3 features, and end with a CTA in 15s will feel like noise. Sometimes "hook-hold-CTA" with one strong feature is the right rhythm for 15 seconds. Name the rhythm you've planned before implementing.
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---
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## Velocity-Matched Transitions
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Exit the outgoing beat with an accelerating ease (power2.in or power3.in) plus a blur ramp. Enter the incoming beat with a decelerating ease (power2.out or power3.out) plus blur clear. The fastest point of both easing curves meets at the cut — the viewer perceives continuous camera motion, not two discrete animations. Match exit velocity to entry velocity within ~5% tolerance.
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